More progress has been made on the multiplayer portion of II. There have been four playtests so far, and they were very valuable to the progress. Dozens of small bugs were fixed, but networking still has lots of polish to be had. Most importantly, I've been syncing a lot of single player features over to the multiplayer portion. Turret mounts, ziplines, explosive barrels, molotovs, gasoline, motorcycles, helicopters, and the hovercar are all networked.

More progress has been made on the multiplayer portion of II. There have been four playtests so far, and they were very valuable to the progress. Dozens of small bugs were fixed, but networking still has lots of polish to be had. Most importantly, I've been syncing a lot of single player features over to the multiplayer portion. Turret mounts, ziplines, explosive barrels, molotovs, gasoline, motorcycles, helicopters, and the hovercar are all networked. Here's a picture of me and my beta tester Mangley battling it up:

There are many game modes to choose from: deathmatch, (2-4) team deathmatch, capture the flag, king of the hill, and flagtag (one flag, only one person can hold it, and only that person gets points).
But so far the most interesting gamemode has been flagtag on a level specifically designed for motorcycles. The motorcycle battles are really intense, especially with three or more people. I'll post a video of some multiplayer action soon.

The artwork is constantly improving, but the art style is going to stay about the same. The main problem with progress on artwork is that everything put into this game is put in there by me. I see you referring to me as more than one person, unless you were including my beta testers. I personally enjoy the programming side of creating games over the visual side, so gameplay is usually the focus. Every once in awhile I overhaul parts of the artwork.